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#876
Peter Thomas

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Filament wrote...

Do you also have a list of abilities that target areas of effect but do not affect companions on Nightmare? Or is the list too short to mention since it only includes Chain Lightning and Tempest?


This is not a complete list:

Taunt
Goad
Armistice
Escape
Some Isabela Abilities
Chain Lightning
Tempest
Glyph of Paralysis
Glyph of Repulsion
Hemorrhage
Grave Robber
Most Merril Abilities

There were a couple others that were handled in a different way (like Fatiguing Fog).

#877
DrDuckman

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To be honest, from the Mage specialization Spirit Healer looks by far the most useful. Blood magic also seems as powerful as ever... but I am not feeling the love for Force Magic. I mean, other than fist of the Maker, it does not do damage at all, and pure control does not seem all that useful. Any attack mage will propably have some Elemental or primal spells, which give decent crowd control capabilities anyway, without sacrificing damage. Besides, why have two spells that essentially do the same thing(The two vortex skills)?

Modifié par DrDuckman, 07 mars 2011 - 06:53 .


#878
Peter Thomas

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Utoryo wrote...

Peter: Thanks a lot! So sadly Blood Mage + Spirit Healer won't work very well as a combo. Can you clarify whether Death Vortex can regenerate your health when using Blood Magic?


No, it's a normal Heal. Grave Robber, however, bypasses that restriction.

#879
Seagloom

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Thank you for the answer, Peter. :) I was not actually expecting such a thorough response anytime soon. When the description states no offense, it seriously means *no* offense. Too bad about the lack of entropy spells. I was hoping sleep and horror would squeak through, at least. I will just have to accept spirit healer/blood mage is a mutually exclusive combination this time around. Well, unless I wanted to do a whole lot of toggle juggling at any rate. Despite every logical bone in my body shouting to forget spirit healer, I am having a tough time letting go of the spec. I like healing too damn much. :P

#880
Ace Attorney

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DrDuckman wrote...

To be honest, from the Mage specialization Spirit Healer looks by far the most useful. Blood magic also seems as powerful as ever... but I am not feeling the love for Force Magic. I mean, other than fist of the Maker, it does not do damage at all, and pure control does not seem all that useful. Any attack mage will propably have some Elemental or primal spells, which give decent crowd control capabilities anyway, without sacrificing damage. Besides, why have two spells that essentially do the same thing(The two vortex skills)?

Force Mage effectively adds 25% to your damage, and more Crowd Control is NEVER a bad thing. It is a solid spec.

#881
Dinaminjo

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Peter if you would be so kind to reveal how many talents can we max expect?
Leveling + books + bonuses..

Alsoif you are obscured with one grp of enemies and not with another can you use Lingering Shroud?!

Thx in advance..

#882
cast_

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Peter Thomas wrote...

Filament wrote...

Do you also have a list of abilities that target areas of effect but do not affect companions on Nightmare? Or is the list too short to mention since it only includes Chain Lightning and Tempest?


This is not a complete list:

Taunt
Goad
Armistice
Escape
Some Isabela Abilities
Chain Lightning
Tempest
Glyph of Paralysis
Glyph of Repulsion
Hemorrhage
Grave Robber
Most Merril Abilities

There were a couple others that were handled in a different way (like Fatiguing Fog).


Ty for this post!

#883
Peter Thomas

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T3hAnubis wrote...

Force Mage effectively adds 25% to your damage, and more Crowd Control is NEVER a bad thing. It is a solid spec.


It adds 25% to the force of your attacks, not damage. Yes, effectively it counts as more damage, but some people seem to misunderstand it.

Modifié par Peter Thomas, 07 mars 2011 - 07:04 .


#884
Ace Attorney

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Peter Thomas wrote...

T3hAnubis wrote...

Force Mage effectively adds 25% to your damage, and more Crowd Control is NEVER a bad thing. It is a solid spec.


It adds 25% to the force of your attacks, not damage. Yes, effectively it counts as more damage, but some people seem to misunderstand it.

So just to auto attack huh? Bummer.

#885
Guest_Puddi III_*

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Peter Thomas wrote...

Filament wrote...

Do you also have a list of abilities that target areas of effect but do not affect companions on Nightmare? Or is the list too short to mention since it only includes Chain Lightning and Tempest?


This is not a complete list:

Taunt
Goad
Armistice
Escape
Some Isabela Abilities
Chain Lightning
Tempest
Glyph of Paralysis
Glyph of Repulsion
Hemorrhage
Grave Robber
Most Merril Abilities

There were a couple others that were handled in a different way (like Fatiguing Fog).

Thanks! But... not a complete list though... so I still don't know whether Gravitic Ring and Pull of the Abyss are friendly. :(

#886
Shinimas

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T3hAnubis wrote...

Peter Thomas wrote...

T3hAnubis wrote...

Force Mage effectively adds 25% to your damage, and more Crowd Control is NEVER a bad thing. It is a solid spec.


It adds 25% to the force of your attacks, not damage. Yes, effectively it counts as more damage, but some people seem to misunderstand it.

So just to auto attack huh? Bummer.


No, it adds Force to all spells and attacks. Force formula includes the damage dealt by the attack, the stronger the attack the more it is to procude secondary effects. However, Force Mage doesn't increase your damage, just Force.

Graunt wrote...


You have 200 stamina, you'll have a 20% damage bonus from Berserk
You have 180 stamina, you'll have a 5% (8%) bonus through Adrenaline and 18% from Berserk
You have 160 stamina, you'll have a 10% (16%) bonus through Adrenaline and 16% from Berserk
You have 140 stamina, you'll have a 15% (24%) bonus through Adrenaline and 14% from Berserk.
You have 120 stamina, you'll have a 20% (32%) bonus through Adrenaline and 12% from Berserk.


Just
wanted to comment on that. My impression was that Berserk adds
numerical value to the attack. So at 200 Stamina you will get flat +20
damage, not +20% damage.

So, it benefts AA more, while Adrenaline benefits hard hitting abilities to a greater effect.

Modifié par Shinimas, 07 mars 2011 - 07:24 .


#887
DrDuckman

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Unless the force of spells somehow causes damage indirectly, perhaps by hitting walls or falling, I really doubt Force/anything can compete with SH/BM for usability. Though switching to SH or BM mode all the time would be a pain, they both have spells that can win or lose a fight, like revive or group AoE/stuns. Force does not seem to be close.

I gues if we see it optimistically, Fist of the Maker does have a very low cooldown, and bypasses defences. Depending on how much magic resistance most enemies have, it may be the most useful attack spell, but I doubt it. It looks like the main advantage of Force will be CC and, this is propably the big one, great debuffing. Either of the slowing spells may cripple a boss, hopefully making SH not quite so essential. Some of those descriptions are vague enough that they might hide just how effective the spells are. Pull might work like Singularity, or they might prove even more deady combined with say Firestorm. I am not seeing it tho...

Modifié par DrDuckman, 07 mars 2011 - 07:29 .


#888
Ace Attorney

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Now I'm considering either Tank 2H, Tank SnS, DPS 2H, or DPS SnS (if possible?). Damn I can't pick...
Any good builds posted? Specially for SnS ones.

Modifié par T3hAnubis, 07 mars 2011 - 07:37 .


#889
RVNX

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with Healing Aura's restriction on offensive spells, since it has such a short cooldown, couldn't you just turn it on and off as needed?

#890
A Turkey Frog

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Peter Thomas wrote...

Seagloom wrote...

Does anyone know how healing aura's restriction on offensive spells works yet? Originally I was going to give spirit healer a pass. I am now considering it again, but that is contingent on what exactly constitutes offense. Is it any magic that targets enemies or only direct damage spells? The specialization is handier than I expected, but that limitation is a killer. I am keeping my fingers crossed that we can still throw around glyphs, hexes, and other crowd control at least. Otherwise I will have to accept it is too passive for my tastes.


Winter's Grasp
Cone of Cold
Fireball
Firestorm
Stonefist
Petrify
Chain Lightning
Tempest
Spirit Bolt
Walking Bomb
Crushing Prison
All Entropy Abilities
Fist of the Maker
All Bloodmage Abilities
Almost all Merril-specific Abilities


So does that mean when healing aura is active your companions can't use offensive spells either? Also I hope that gravitic ring and the vortex thing don't do FF damage. Spirit healer plus force mage= ultimate healer plus crowd control if your companions can still do damaging spells and if the force mages spells don't have FF.

#891
Zhel_Ryn

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@TehAnubis:
Sabre has a good write up on a heavy dps 2H build here. Many people have also discussed and posted varying tank builds here (mostly stat talk, but some builds posting towards the last few pages).

Haven't seen much talk on DPS SnS, but I see no reason why it wouldn't be possible. You'd want to nab Cleave in Vanguard of course, and at least Shield Bash and Assault (both upgraded) from SnS. Get your drool-covered Reaver and/or Berserker abilities, and from there you can grab Scatter (need to take Shield Defense, don't have to use it), Bolster/etc. for stamina, and go to town with party buffs to turn that shield into a nice little battering ram!

I would probably treat it similar to a 2h tank (as a hybrid) if talents permit, and would grab a small number of defensive talents to go along with the dps setup.

Modifié par Zhel_Ryn, 07 mars 2011 - 07:59 .


#892
Guest_Puddi III_*

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A Turkey Frog wrote...

Peter Thomas wrote...

Seagloom wrote...

Does anyone know how healing aura's restriction on offensive spells works yet? Originally I was going to give spirit healer a pass. I am now considering it again, but that is contingent on what exactly constitutes offense. Is it any magic that targets enemies or only direct damage spells? The specialization is handier than I expected, but that limitation is a killer. I am keeping my fingers crossed that we can still throw around glyphs, hexes, and other crowd control at least. Otherwise I will have to accept it is too passive for my tastes.


Winter's Grasp
Cone of Cold
Fireball
Firestorm
Stonefist
Petrify
Chain Lightning
Tempest
Spirit Bolt
Walking Bomb
Crushing Prison
All Entropy Abilities
Fist of the Maker
All Bloodmage Abilities
Almost all Merril-specific Abilities


So does that mean when healing aura is active your companions can't use offensive spells either? Also I hope that gravitic ring and the vortex thing don't do FF damage. Spirit healer plus force mage= ultimate healer plus crowd control if your companions can still do damaging spells and if the force mages spells don't have FF.


Hm, that's a good point-- Merrill doesn't have any sort of "healing aura" talent of her own, does she?

#893
A Turkey Frog

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Filament wrote...

A Turkey Frog wrote...

Peter Thomas wrote...

Seagloom wrote...

Does anyone know how healing aura's restriction on offensive spells works yet? Originally I was going to give spirit healer a pass. I am now considering it again, but that is contingent on what exactly constitutes offense. Is it any magic that targets enemies or only direct damage spells? The specialization is handier than I expected, but that limitation is a killer. I am keeping my fingers crossed that we can still throw around glyphs, hexes, and other crowd control at least. Otherwise I will have to accept it is too passive for my tastes.


Winter's Grasp
Cone of Cold
Fireball
Firestorm
Stonefist
Petrify
Chain Lightning
Tempest
Spirit Bolt
Walking Bomb
Crushing Prison
All Entropy Abilities
Fist of the Maker
All Bloodmage Abilities
Almost all Merril-specific Abilities


So does that mean when healing aura is active your companions can't use offensive spells either? Also I hope that gravitic ring and the vortex thing don't do FF damage. Spirit healer plus force mage= ultimate healer plus crowd control if your companions can still do damaging spells and if the force mages spells don't have FF.


Hm, that's a good point-- Merrill doesn't have any sort of "healing aura" talent of her own, does she?


Well she doesn't have the creation tree, but nobody knows what her specs abilities do. But if I had to guess they would be purely offenisve.

#894
JSLfromBx

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As far as I know from the spoiler thread merill doesn't even have acess to the whole creation tree, that mean no heal, no heroic aura. that makes her by far the most worthless of all the companion, a mage without support is useless as archer rogues deal way more pure dps in this game unlike Da:O. Varric especially, as his marksman tree looks quite overpowered.

#895
Peter Thomas

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A Turkey Frog wrote...

So does that mean when healing aura is active your companions can't use offensive spells either? Also I hope that gravitic ring and the vortex thing don't do FF damage. Spirit healer plus force mage= ultimate healer plus crowd control if your companions can still do damaging spells and if the force mages spells don't have FF.


No, it only affects yourself and Merril doesn't have it. It was there because I was reading a list from our database.

The Force Mage spells do friendly fire.

#896
Seagloom

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RVNX wrote...

with Healing Aura's restriction on offensive spells, since it has such a short cooldown, couldn't you just turn it on and off as needed?


That is essentially what I plan to do. There might be times when I leave healing aura and blood magic activated simultaneously to cast spirit healer spells cheap; but on the whole that combination will require careful micromanagement. I will probably get in the habit of leaving blood magic on 24/7 to get the most out of sustainables and offensive spells. Then I can turn on healing aura once enemies are brittle or whatever. I intend to skip graverobber and one foot in entirely, in lieu of casting heal or group heal as needed after dropping out of blood mage mode. The combination is a bit clunky, but I think it can work. Spirit healer also has that juicy blood mage friendly passive, vitality.

Modifié par Seagloom, 07 mars 2011 - 08:35 .


#897
Atmosfear3

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Peter Thomas wrote...

A Turkey Frog wrote...

So does that mean when healing aura is active your companions can't use offensive spells either? Also I hope that gravitic ring and the vortex thing don't do FF damage. Spirit healer plus force mage= ultimate healer plus crowd control if your companions can still do damaging spells and if the force mages spells don't have FF.


No, it only affects yourself and Merril doesn't have it. It was there because I was reading a list from our database.

The Force Mage spells do friendly fire.


That doesn't bode well for using it on melee enemies :X At best this will be useful against enemy archers.

#898
A Turkey Frog

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JSLfromBx wrote...

As far as I know from the spoiler thread merill doesn't even have acess to the whole creation tree, that mean no heal, no heroic aura. that makes her by far the most worthless of all the companion, a mage without support is useless as archer rogues deal way more pure dps in this game unlike Da:O. Varric especially, as his marksman tree looks quite overpowered.


That doesn't mean she will be worthless. It just means that you have to be the healer if you use her in your party. I'm sure to balance out her lack of the creation tree, she probably has a good damage-dealing spec. Plus Peter said that most of her spells in her personal skill tree don't do FF damage which is very useful.

#899
Guest_Puddi III_*

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Peter Thomas wrote...

The Force Mage spells do friendly fire.


...That is unfortunate.

#900
Wolf_in_the_Meadow

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Peter Thomas wrote...

T3hAnubis wrote...

Force Mage effectively adds 25% to your damage, and more Crowd Control is NEVER a bad thing. It is a solid spec.


It adds 25% to the force of your attacks, not damage. Yes, effectively it counts as more damage, but some people seem to misunderstand it.


Would it be at all possible to clarify the relation between extra force and damage?

If my base damage is 100 before Force Mage, what would it be after Force Mage?

Arigato.